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===Angel's Blade Strikeforce=== You get the customary WT reroll for using the Angels Blade, and everyone gets the '''Red Thirst''' special rule for added Initiative when charging. Furthermore, any unit which gets reduced to less than half strength (rounded down) gets the ''Zealot'' rule for the rest of the game, making your army a dangerous proposition for your opponent if he starts leaving half-eaten units all over the place. ====Command (0-5)==== *'''The Golden Host:''' The Sanguinor or Commander Dante and 2-5 Sanguinary Guard squads go out to pimpslap some bitches. The whole formation may assault on any turn they arrive from Deep Strike Reserves. The catch? They count as disordered if they do so. But at least they aren't standing around looking into the barrels of enemy gunfire for a turn. The disordered charge makes me sad. It removes your +1 to Initiative on the charge. Meaning they are effectively assault marines with AP3 weapons. Great to know an Ultramarine can assault more orderly than a Blood Angel. But its not like Blood Angels specialize in drop assaults or anything. **Alternate opinion: butthurt opinions aside (or including them as the previous comment brings us to this key comparison) one has to say that the golden host is superior to the skyhammer, from an assault standpoint: the skyhammer consists of assault marines, who have 1 attack base, whereas the sanguinary guards come with 2 attacks base. Furthermore, ALL sanguinary guard come already with power weapons (the skyhammer has to pay for SOME of them wielding said powerweapons) AND rock a 2+ save. This means that, one on one, this formation is better as the units on it (specially dante!) are of a better quality than the skyhammer's assault complement!. If you run Dante as warlord, you can do even more by not scattering at all! If you have some points to spare, deep strike a sanguinary priest with a jump pack and add him to the squad and watch as you shred everything with your +1 WS and FNP sanguinary AND if you have more points, put a librarian near by and try and do some invulnerable save spells. *'''Leaders of the Angelic Host:''' 1 Terminator Captain or Captain Tycho, Librarian or Mephiston, Sanguinary Priest or Brother Corbulo with an optional Command Squad and Stormraven. You can take a lot of Sanguinary Priests like in ye olden days of yore. *'''Chapter Ancients:''' 3-5 Dreadnoughts (Furioso, normal, or Librarian) in any combination. They get an awesome rule where once per game in the movement phase, the Dreadnoughts ''may instead'' stand and shoot, or they may pile in and fight if already engaged. Furthermore, you are not required to have all dreadnoughts do the same thing. So some can move, some can shoot, while some can fight. Remember this is the movement phase, so is essentially a free phase of attacks and it doesn't stop them from shooting or fighting again later in the same turn. Blend some hordes with the DC dread or shoot the crap out of something with a dakka dread. It's important to note that you decide to use this special rule for the whole formation at the same time. So if you decide to use it but only one of the formations Dreadnought can actually use it because the others already moved then those won't be able to use it anymore for the rest of the game. Oh, and with the possibility of FIVE librarian dreadnoughts, you can throw some pretty significant psychic powers down the table, plus giving each of them a drop pod can be awesome. ====Core (1+)==== '''Overview'''Many people are complaining that the Angel's Blade Strike Force isn't as good as the Gladius or Lion's Blade. However, notice that the Command Benefits for the Gladius and the Lion's Blade require you to take two Demi Companies (a Captain and Chaplain, 6 Tactical Squads, 2 Assault Squads, and 2 Devastator Squads) to get those free transports. That is quite a lot of tax to pay to get roughly 280 Points in transports. The other complaint is that the Blood Angels' rules aren't as good as ''Objective Secured'', but what's the point of playing Blood Angels if you aren't rushing forward to use Furious Charge and the Red Thirst? If you want to sit on objectives then play Space Marines or Dark Angels since they have the rules that make that play style work. Again, you chose Blood Angels for fast choppy Space Marines. The Sons of Sanguinius Command Benefit supports taking aggressive ten-man units of Tactical and Assault Marines, who become even angrier the more bullets they eat. *'''Battle Demi-Company:''' A near-copy of the Space Marine formation of the same name, with a few minor twists. You must take: A Captain with a Command Squad, or a Chaplain with a Furioso Dreadnought, 3 Tactical Squads, 1 Assault Squad/Bike Squad/Attack Bike Squad/Unit of Land Speeders, a Devestator Squad and a Dreadnought. In exchange, if this Formation is your Primary Detachment then your Warlord may re-roll his trait from the Blood Angels table, and the formation gains Red Thirst. You'll notice that these bonuses are exactly the same as those of the Angel's Blade Strike Force, so taking this formation as your Core effectively provides [Fail|no benefits whatsoever]. You should probably skip this Formation altogether and go straight to the next one. *'''Archangels Battle Demi-Company:''' AKA First Company Task Force. One Terminator Captain, 2 Furioso Dreadnoughts and 5 units in any combination of: Vanguard/Sternguard Veterans/Terminators/Assault Terminators. Besides allowing a Warlord from this formation to re-roll on the Blood Angels table, all units in this formation gain Stubborn, make Reserve Rolls starting from the first turn (which can be re-rolled), and units only scatter 1d6 when arriving from Deep Strike Reserve. **'''Summary:''' Take this instead of the regular Battle Demi-Company. Re-rolling Reserves gives you some control over your forces, and if you're using this formation for smashing into your opponent as a forlorn hope, you probably don't care so much about the initial lack of Objective Secured. Worst comes to worst, at least you get some can slam down a load of Combis when you need (though it's still no Skyhammer). ====Auxiliary (1+)==== *'''Death Company Strikeforce:''' 3 Death Company Squads with a Death Company Dread and a Death Company Chaplain. All units in the formation gain +1 Attack while within 12" of the Chaplain for maximum [[rip and tear]]. **All Death Company units get Stormravens as Dedicated transports in this detachment. *'''Archangels Orbital Intervention Force:''' 3 units of Terminators and Assault Terminators in any combination. They all must be in Deep Strike reserve, and roll as 1 unit. When they deep strike, the vanilla Terminators can fire twice in the shooting phase and the Assault Terminators can charge straight out of reserves, but count as a Disordered charge (so no Furious Charge bonuses for doing so). Still, the ability to assault out of reserves is freaking amazing! Take some TH/SS termies and murder big stuff. *'''10th Company Ambush Force:''' 3-5 units of Scouts or Scout Bikers. They all gain Stealth as long as they don't infiltrate, and all units have the ''Precision Shots'' special rule during Turn 1. Remember your Scouts get Furious Charge and the Red Thirst, so they become a decent threat in CC. *'''Lucifer Armoured Task Force''': one Techmarine, 3-5 Predator '''units''' ''(Regular and/or Baals)'' and 1-3 Land Raiders ''(Regular, Crusader or Redeemer)''. Everything gets ''Scout'' and all tanks become Fast, including the Land Raiders. Scouting Fast Land Raiders is a phenomenal delivery system for Hammernators. A Baal Pred or a Land Raider Redeemer already halfway up the field turn 1 does nasty, nasty things to infantry... *'''Stormraven Squadron:''' 2-4 Stormravens. Once per game at the start of any of their turns, they may nominate a target and fire ALL of their missiles at it simultaneously. This is an out of phase shooting attack and doesn't stop the vehicles from moving and shooting normally during its turn. Do you start to see the alpha strike pattern? *'''Rapid Assault Force:''' Not a formation outside of an Angel's Blade Detachment, so no bonus rules. Take 1-3 units of Assault Marines, Bikes, Attack Bikes or Land Speeders. That's right, take a Core Formation, then ONE Attack Bike for army-wide Red Thirst and Zealot at half strength. If Core choices were cheaper you could have spammed this for ASM to reminisce about 5th ed. *'''Fire Support Force:''' Similar to the Rapid Assault Force, take 1-3 units of Devastators, Vindicators or Whirlwinds. This one goes out to all you treadheads who always wanted to spam Fast Vindicators.
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